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Everything posted by pognivet
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Problem with getting AI to reduce tickets on death in Sector Control
pognivet replied to pognivet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It says passed arugments are [<group>, <module>, <groupData>]. So I guess it targets the group and not the individual units. So would something like this work?: {_x addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];} foreach units group (_this select 0) -
Problem with getting AI to reduce tickets on death in Sector Control
pognivet replied to pognivet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the reply. What should I set _x to when I add it to the Expression field? Do I just leave it _x? -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
On Da Krong around grid 009966 some of the palm trees are floating a few feet off the ground. On Hill 191 at the 191 peak there's an invisible wall/building that stops bullets from going through it but not units. -
Respawn Tickets and AI Units
pognivet replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i'd like to know this as well. for me ai tickets never deplete except through bleed. -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
congrats on the new release. you boys work hard. -
M.S.K.E. 4 Islands Map Version 2017
pognivet replied to hotzenplotz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do the airports work? I just tried placing an airplane outside of a hangar at the Sarugao Airport and told it to fly to another island. It just taxiied through a perimeter fence and off a cliff. I tried setting it on the runway ready for takeoff. It did the same thing. I tried putting it at the military airport. It just drove into a building over and over. Some, but not all, of the airports on the map are compatible with how the AI taxiies in that they have both a runway and a taxi lane and pavement connectors between the two, but it seems the AI pathing isn't aligned with the airports. The airplanes always taxi out to the middle of nowhere. If the airports aren't working and it isn't just my computer bugging out, do you have any plans to fix the airports in the future? -
Aluminum receiver and steel stock bolt in Mossberg 500/550 series shotguns
pognivet posted a topic in OFFTOPIC
I know the Mossberg 500 has an aluminum receiver instead of a steel one, but that the bolt that holds the stock onto the gun is made out of steel. Since the steel in the bolt is tougher than the aluminum alloy they use in the receiver it can bite into the receiver when replacing a stock and strip the threading for the stock bolt. My question is this: Can a replacement aluminum alloy number 7075 bolt be used as the stock bolt instead of the steel one? It feels like they used a steel bolt for a reason. I don't know if any aluminum, even an alloy, can withstand the shock of the blast and also withstand bending in case the stock is knocked against something. I was wondering if anyone more informed had an idea about this? Thanks. -
Any way to make a sort of AI spotting script?
pognivet posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was wondering if there was any way to make a script that makes it so AI units in your squad/on your team mark enemy units that they see on the map. Like with the same activation as if you attached a trigger to a US Army unit that had the conditions "OPFOR - DETECTED BY BLUFOR". I want it so that when a friendly unit makes that sort of visual contact with an enemy that a static little map marker dot appears where the enemy was last seen. I want to use this script for when I play singleplayer with AI units. If you're playing in multiplayer or like Project Reality or something people go "we got enemies in sector bravo 2" or say stuff like "in the building down the street theres a full squad" and I want kind of a similar thing for the otherwise worthless AI team mates. Also I don't know if this is possible but I'd also like to be able to tell the AI about units that I see or make them aware that they're there. -
[IceBreakr/IBIS] Lingor & Dingor for A3
pognivet replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
well i got a few bugs for you here buddy. theyve probably already been reported but ill just say it anyway. the default date/time/weather settings kill everyone in the game right when it starts. it took me so long to figure this shit out because i didnt know what was going on. it turns out that for some reason if you set "Overcast" to more than 0 percent it kills every unit in the game that isnt in a vehicle right when the mission starts. its weird though because i ran a mission at 50 percent overcast and it didnt kill people, but it definitely happens almost every single time theres any overcast sky. guess the tropical storms in lingor are something fierce. i take that back. it has to do with the year or something. i really dont know man this is tripping me out like crazy and only you can find the true cause. i just set it to 1982 with 0 overcast and everyone died, then set to 2017 with full overcast and nobody died, then i set it to 2011 with the default 5 percent overcast and everyone died, i set it for 1986 with no overcast and nobody died. for some reason we're losing men left and right to this invisible killer. another small glitch i noticed is with helicopters. this also happens all the time on the "Nam" map. it might have to do with the tree objects. the glitch is this: when a helicopter is told to fly somewhere and land (or at least transport unload with or without invisible helipad) it will instead just start climbing in altitude forever. it just sits in place and keeps going up up up like a helium balloon until you cant see it anymore and its in outer space. ive seen this a few times but not as often as the Nam map. one more thing i just remembered while typing. the miranda inn has a ton of problems inside. certain doors that in the original prefab would be stuck closed are now invisible/gone and you can see into the "rooms that dont exist" and therefore you can see through the building. since the interior of the "rooms that dont exist" dont have textures it looks as if youre floating and surrounded by invisible walls. -
i wish man. i wish so much that this mod was good. i love arma 1 for how different and cool it was, but the engine is so fucked there is just no return. i try to play it sometimes but i always die when i reload and then i cant move or cancel the animation. i saw this mod and i prayed that it would be good. god damn. no icons for anything in the editor so everything is invisible. 1/2 of the units in my squad speak russian, the other half english. errors all over the place on every single unit and object i try to place. what did i expect? if only this shit worked and was like arma 1 it would be great, one of the most satisfying mods, but unfortunately it sucks dick.
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The Unsung Vietnam War Mod V 2.6 Release
pognivet replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
hey sorry for posting in two threads i wasnt sure which one was active. i set everything up right (i believe) and ive placed down the functions module, tried it with different versions of CBA and it still happens in a way thats reproducible every single time. i used to play this mod a lot a few years ago and never had this problem. i even released a mission for unsung that included the support module on another account. i thought that it might have been something with my videocard and so i tried downclocking, but to no avail. its worth mentioning that this is the only mod i get this problem in. i dont get it in cwr2, i44, ott, p85, ace, etc. ive also noticed that the problem occurs if i place any of the static VC foxholes down. if i put foxholes in the mission i'll start out with my screen black instead of it happening later when i use the support menu. i hope and pray that i can fix this problem because this is my favorite mod for arma 2 out of all of them. i took a video of whats happening because its easier than trying to explain and it might give you more insight on the problem: https://youtu.be/6MAUgWDyVyw -
The Unsung Vietnam War Mod v2.6 Released !!!
pognivet replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I get a game breaking bug with the newest version. If I use the radio to call in support using the support module then right when the aircraft spawns my screen goes black. i can move around and hear gunfire still, the game is still running, but my screen is black forever and i have to restart the mission to be able to see again. what causes this? how can i fix it? -
The Unsung Vietnam War Mod V 2.6 Release
pognivet replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
i get a gamebreaking bug with the newest version of the mod. if i call in CAS using the support module right when the plane spawns my entire screen goes black forever. the game is still running in the background and i can even move around and shoot, but my screen is just black and i have to restart the game. what is causing this? how can i fix it? -
Chernarus With Building Interiors [Script]
pognivet replied to pognivet's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yea i agree. theres a lot of specific architecture in chernarus that makes it feel like STALKER, all the small cabin-like dwellings that are so prevalent in the slavic countries i hear. i originally edited this script to be used in a mission that simulated bosnia where there are more stone structures and spanish tile roofing not unheard of. if you need to tweak this for your own mission all you need to do is find the classname for the buildings that you want to keep. delete that from the FFA_CLOSEHOUSE array. then scroll down and comment the lines that contain that buildings classname and the corresponding dmdrep line. like if you dont want it to replace the watertowers just ctrl+f "waterstation". delete it from FFA_CLOSEHOUSE then: //_dmdRep0008=[["Land_Misc_WaterStation"],["Land_ReservoirTank_V1_F"]]; scroll down to the bottom almost //if ((typeof _nBuilding) in (_dmdRep0008 select 0)) exitwith {_type=(_dmdRep0008 select 1) select 0;}; then they wont be replaced. if you want to delete the buildings without adding in anything new just comment out the lines but dont delete the classname from FFA_CLOSEHOUSE. then it will be just empty ground where the building used to be. you could probably even use custom buildings as replacements, but im not sure how to facilitate such a thing. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
pognivet replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As many other people have said before me, and as many other people will say after me: the backblast is broken and stupid. You literally cannot shoot any sort of rocket with this mod unless if you're standing in the middle of a big, empty field which is never the case unless if you plan to die immediately afterwards anyway. I was on the map N'ziwasogo and I had a Rpg-7. I fired it with a patio umbrella 20 feet behind me and died immediately. This happens constantly and it ruins the game to the point that I would consider not using ACE anymore. It was never like this in Arma 2, or ACE2. There used to be backblast damage, but it was realistic and only in extreme circumstances such as having your back pressed up directly against a wall. Then there was the M136 C/S which negated this effect entirely although no similar analogue exists in Arma 3. If a Vietnam-style mod ever comes out for Arma 3 it will be even more hellish than its source material. We're going to lose more men to backblast and tightly-packed jungle trees than we are going to lose to the enemy. -
RHS Escalation (AFRF and USAF)
pognivet replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great job with the mod. Without RHS Arma 3 would be unbearable for me. There's a few things that I would like to see in a future RHS release: -Winter Camouflage -SWCC boats -CAP Aircraft -Amphibious APCs for the Marines -Insurgent Factions or maybe some other symmetrical nations like what Project Reality or CWR2 has done -Special Forces -Civilians I also noticed that you can't sling load very many things with the Mi-8. As far as I know the only thing that the Russians can sling load is the UAZ. Is this based on reality or just a temporary placeholder? Thanks.- 16574 replies
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i have a question. why do all of the aks use the makarov sound from arma 2? it sounds horrible. like shooting an electric airsoft gun.
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Takistani Army A3 - TKA_A3
pognivet replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
now with latest update to cup the other day all infantry are csat no matter whether you use alive or not. mod is broken. -
Takistani Army A3 - TKA_A3
pognivet replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
help -
Takistani Army A3 - TKA_A3
pognivet replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i tried doing this and now whenever i try to run the mission it says "bad vehicle type cup_b_alicepack_khaki_explosives" and refuses to start. if i leave that file in and run the mission it works but all the takistani army units are CSAT aliens. -
ALiVE - Advanced Light Infantry Virtual Environment
pognivet replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you index Faysh Khabur? http://www.armaholic.com/page.php?id=14999 -
Chernarussian Defence Forces A3 - CDF_A3
pognivet replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
first i want to say thank you for taking the time to make this along with the other packs and for using the rhs vehicles as a dependency. i am disappointed that you switched to a CUP dependency for the weapons, but i can understand why you did it. ive been using this pack for a long time but just recently ive run into some problems. when using this pack and its associated "HLC/RH weapons replacement config" whenever i spawn a rifleman (at) i get the game-ending error "Error .model". when i spawn an autorifleman asst/machinegunner asst i get an error about their vest or backpack and the game ends. i think there might be one or two other units that have this problem. this problem also exists for the takistani army a3 pack in the same capacity - the same units cause the same errors. another lesser thing with the replacement config is that it gives machinegunners pkps still. that should be replaced by a pkm since it has been released by rhs. thanks again i hope you get a chance to look at my post.